I'm probably making it sound more complicated than it actually is!Jandolar wrote:The magic aspect is a tad confusing (I'm very glad the GM is rolling/figuring/deciding on the dice). I feel like I did when learning the THAC0 thing years ago. Eventually it'll make sense.
So the same core mechanic above applies to spell casting as everthing else, i.e.:JoeCarr28 wrote:Target % = base skill + relevant ability bonus + situational modifiers
Target percentage for successfully casting a spell = base casting skill + relevant ability bonus (INT for a Magic-User spell, WIS for a Cleric spell) + spell difficulty modifier (-10% for a 1st level spell, -20% for a 2nd level spell, etc.)
That's it. There's nothing more complicated.
The effects of any spell are then exactly as described in the Basic Fantasy core rulebook. If the spell allows the target a saving throw, then the most appropriate BFQ Ability Skill (Reasoning, Intuition, etc.) is used (again using the core mechanic above).
No saving throw in the core rulebook => no saving throw (ability roll) in BFQ.Woe wrote:Also unclear: do targets of magic missile get a resistance check? There's no saving throw in the regular game so I'd say 'no' but as mentioned, it's a tad confusing.